#version 430 core

struct ModelData
{
    vec4 position;
    vec4 texCoord;
};

layout (std430, binding=0)buffer Mesh{
    ModelData vertexes[];
}mesh;

uniform mat4 projection;
uniform mat4 view;
out vec3 TexCoords;

void main()
{
    TexCoords = mesh.vertexes[gl_VertexID].position.xyz;
    gl_Position = projection * view * vec4(mesh.vertexes[gl_VertexID].position.xyz* 100, 1.0);
}